Upcoming Events

Collapse

There are no results that meet this criteria.

Announcement

Collapse
No announcement yet.

Improvements to Summon Spells

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    The normal duration is first calculated before extend mucks about with it. So 60 seconds + 6 sec/level would work out to

    [Caster Level. Normal Duration (Extended Duration)] (in seconds)
    1. 066 (132)
    2. 072 (144)
    3. 078 (156)
    4. 084 (168)
    5. 090 (180)
    6. 096 (192)
    7. 102 (204)
    8. 108 (216)
    9. 114 (228)
    10. 120 (240)


    And in minutes:
    1. 1:06 (2:12)
    2. 1:12 (2:24)
    3. 1:18 (2:36)
    4. 1:24 (2:48)
    5. 1:30 (3:00)
    6. 1:36 (3:12)
    7. 1:42 (3:24)
    8. 1:48 (3:36)
    9. 1:54 (3:48)
    10. 2:00 (4:00)

    I think the misunderstanding here is that 60 sec + 6 sec/ level doesn't mean 66 seconds per level. It means a base of 60 seconds with an additional 6 seconds per caster level added. So level one is 66 seconds (60 + 6*1). level 2 is 72 seconds (60 + 6*2) level 3 is 78 seconds (60 + 6*3), etc. Extend Spell then doubles the total of that.
    James Arrow: Potion Vendor

    Comment


    • #32
      Of course, the extend spell figures don't really apply to level 1 and 2 casters, as they don't have level 2 slots yet, to put their Extend Spells into.

      But, with the numbers provided here, yeah. I think it would go a long way to making summons more feasible and useful to lower levels who want to play a conjuration focused character without throwing the power balance way out of proportion at later levels.

      Comment


      • #33
        Im fairly happy with being a Dire boar buffed to the hilt, having a companion buffed to the hilt and then throwing off the occasional spontanious cast Ice storm to summon myself a Dire boar. I agree with the Blank stare; druids would be wayyy too powerfull!

        imo: Thaumaturgist PrC


        *edit* How many first circle casters are on the server The Almigh Red? You start in Sundren at 3rd level :S
        Originally posted by roguethree
        If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

        Comment


        • #34
          Of course. I was merely pointing out that the first and second level Extended times for the spells mentioned were a moot issue, nothing more. However, even at level 3, 10 rounds + 1/level could help immensely. Furthermore, I don't see how it'd make druids overpowered, to be honest.

          Comment


          • #35
            K, convinced. 10 rounds + 1 round/level it is.

            Comment


            • #36
              You guys are ridiculous at times with your numbers games and panic over powered

              *Casts dismissal*

              OOPS! Did I just show how weak summons actually are? And to think you took all that time to buff them... pity

              Sorry, I disagree on every point made that summons are overpowered. And if Dire Boars in particular are crazy go nuts over powered, then maybe that one creature can be modified for the summon. The summon spell is a paramount ability for a conjurer in D&D and a Druid, and to see it get 0 use because it vanishes is pretty ridiculous.

              Also, some buffs spells can be easily changed not to even WORK on summons if it's really that bad. There's a billion ways to deal with the situation past "OMG, LET'S MAKE THIS THING VANISH BEFORE I CAN EVEN TELL PEOPLE NEXT TO ME TO ATTACK!"

              And personally, I think every summon should vanish on world map transitions for sure. That's supposed to take hours to get from one place to another.

              I also don't see why summons can't replace animal companions in combat, seeing as they do in P&P.

              Comment

              Working...
              X